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Question by EliteHedgehog56 · Apr 05, 2018 at 06:49 AM · transformrotation axis

make Y rotation of object the same as another object's Y rotation

I am attempting to recreate the gameplay of the original metroid prime on gamecube. Anyway when locking onto enemy the player's camera child looks at the enemy to prevent it from affecting the player's motion. However when locking onto an enemy the root component of the player prefab acts like a tank chassis and continues to rotate on it's own and it messes up the controls. Is there a way I can set the Y rotation axis of the Root child to match the camera's Y angle when locking on

 var canaim : boolean = false;
  var canlock : boolean = false;
  var normalmove : boolean = true;
  var turn = 30;
  var walk = 30;
  var enemy : Transform;
  var Playercamera : GameObject;
  var CameraAncor : Transform;
 
  function Update (){
  
  if (Input.GetButton("Aim")){
  canaim = true;
  normalmove = false;
  }
  
  if (Input.GetButtonUp("Aim")){
  canaim = false;
  normalmove = true;
      Playercamera.transform.eulerAngles.x = 0;
 
 
  }
  
  if (Input.GetButton("Lock")){
  canlock = true;
  normalmove = false;
 
  }
  
  if (Input.GetButtonUp("Lock")){
  canlock = false;
  normalmove = true;
 
  }
  
  
  if (normalmove){
  
        if (Input.GetAxisRaw("Horizontal") < -0.5f){
         transform.Rotate(Vector3.up * turn * Time.deltaTime);
         
       }
         
      if (Input.GetAxisRaw("Horizontal") > 0.5f){
         transform.Rotate(-Vector3.up * turn * Time.deltaTime);
    
       }
  }
  
  if (Input.GetAxisRaw("Vertical") < -0.5f){
      transform.Translate(Vector3.forward * walk * Time.deltaTime);
      }
  
          if (Input.GetAxisRaw("Vertical") > 0.5f){
  
      transform.Translate(Vector3.back * walk * Time.deltaTime);
      }
  
  
      if(canlock){
           Playercamera.transform.LookAt(enemy);
 
           //make the root child's Y rotation the same as the CameraAncor Transform Variable's Y rotation
 
            if (Input.GetAxisRaw("Horizontal") < -0.5f){
      transform.Translate(Vector3.forward * walk * Time.deltaTime);
      }
  
         if (Input.GetAxisRaw("Horizontal") > 0.5f){
  
      transform.Translate(Vector3.back * walk * Time.deltaTime);
      }
  
      if (Input.GetAxisRaw("Vertical") < -0.5f){
          transform.Translate(Vector3.left * walk * Time.deltaTime);
  
      }
  
        if (Input.GetAxisRaw("Vertical") > 0.5f){
          transform.Translate(Vector3.right * walk * Time.deltaTime);
  
      }
  
      }
  
      if (canaim){
        if (Input.GetAxisRaw("Horizontal") < -0.5f){
         transform.Rotate(Vector3.up * turn * Time.deltaTime);
         
       }
         
       if (Input.GetAxisRaw("Horizontal") > 0.5f){
         transform.Rotate(-Vector3.up * turn * Time.deltaTime);
    
       }
  
        if (Input.GetAxisRaw("Vertical") < -0.5f){
       //modify this to rotate the camera child upwards
          Playercamera.transform.Rotate(Vector3.left * turn * Time.deltaTime);
         }
         //modify this to rotate the camera child downwards
        if (Input.GetAxisRaw("Vertical") > 0.5f){
          Playercamera.transform.Rotate(Vector3.right * turn * Time.deltaTime);
       }
       }
  
  
  }
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